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How do you make a mod of a mod?


dieangel68

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Basically i have this companion mod and i would like to add to it the Sandbox AI package from the CompanionSandbox mod, but the geck doesn't let me add properties to an npc that come from another .esp file (aparently it has to come from a master file)

 

Could someone explain me how to do it if it's even possible? The modification in itself is trivial, i jsut need to add an AI package to an npc...

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If you duplicate the NPC while your sandbox mod is active, it'll make it a component of that mod. However, complications can come from it if the NPC has modded items, race, etc. You may find yourself duplicating more thing than you'd like.
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If you duplicate the NPC while your sandbox mod is active, it'll make it a component of that mod. However, complications can come from it if the NPC has modded items, race, etc. You may find yourself duplicating more thing than you'd like.

 

That's pretty much the problem i have, this npc has already a few modification and i jsut want to add an AI package to it, not copy the whole npc.

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well, i just remembered a way it can be done

i have just looked at FO3Edit, and noticed that you can use it to add an esm plugin as a master for another plugin

so if the CompanionSandbox plugin is an esm, you can use FONVEdit to add the plugin as a master, and solving all your problems (at least i hope so)

 

really hope this helps

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well, i just remembered a way it can be done

i have just looked at FO3Edit, and noticed that you can use it to add an esm plugin as a master for another plugin

so if the CompanionSandbox plugin is an esm, you can use FONVEdit to add the plugin as a master, and solving all your problems (at least i hope so)

 

really hope this helps

 

That's what i have done, but will it force the geck to let me edit the mod or do i have to do all of it in FNVedit?

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as far as i can tell, after you add the master, it will load it in the GECK automatically when you load the companion esp file, so that you will be able to do all the editing in the GECK

 

i've never tried it before, but i am sure it will work properly

but just in case, make a copy of these two plugins before doing the editing and all, to prevent any problems

 

good luck :)

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as far as i can tell, after you add the master, it will load it in the GECK automatically when you load the companion esp file, so that you will be able to do all the editing in the GECK

 

i've never tried it before, but i am sure it will work properly

but just in case, make a copy of these two plugins before doing the editing and all, to prevent any problems

 

good luck :)

 

I jsut tried with the both files set as masters on my compatibility patch, whenever i modify the npc AI package, it creates a DUPLICATE in my mod :(

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Mostly by principle, and because i tend to release my small patches and tweak and i don't want to claim the companion as mine. That and because i want my mod to conflcit as little as possible because i use another 3rd party mod, let me explain:

 

in my load order i have those files:

 

falloutNV.esm

...

miria.esp ---------------------> adds the companion npc

miria-shojo-mod.esp ------------------> modify race hairs and some characteristics

MYMOD -------------------------> modify the wait package

 

so for what i understood, esps can override eachothers, but only through fnvedit, and only full records right? if i want to cleanup the miria shojo mod with partial records, and mymod to conflict as little as possible, i should convert miria.esp into an esm?

 

then make both esps reference miria.esm as their master file?

 

 

EDIT

I'm under the assumption that there is SOME way to edit partially a specific object, but i realize i may very well be wrong and that any mod modifying an npc basically override the whole npc. If this is the case, then i'm not sure how i can keep my mod as compatible as possible...

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